
#CRUSADER NO REMORSE WEAPONS MOD#
The game's audio uses a specially made engine, called Asylum Sound System, which employs MOD files rather than General MIDI, in order to provide good quality without relying on expensive hardware.
#CRUSADER NO REMORSE WEAPONS FULL#
The game's story is notably more simplified and straightforward than that of No Remorse.īoth games use an advanced version of the Ultima VIII: Pagan isometric view engine featuring full SVGA graphics. The WEC's lunar headquarters are destroyed and the Resistance takes control of mining operations, with the hint of further conflicts with the WEC. Over the course of No Regret's ten missions, the Silencer works to undermine the WEC presence on the Moon, culminating in a showdown with Chairman Draygan who pilots a mech. On learning of the Silencer's presence, he sends all his forces against him. For this reason, Chairman Draygan is on the Moon to oversee the Di-Corellium production, which has been lagging recently-possibly due to incursions from the Resistance cell on Moon, at the hidden Dark Side base. Approximately half of all known reserves are on the Moon, and a shortage of Di-Corellium would cause serious problems for the WEC.

The WEC uses the moon as both a mine and prison, where most of the political dissidents and Resistance members are forced to extract a precious radioactive compound, Di-Corellium, the mineral that is the basis of virtually all energy production on Earth.

A WEC freighter headed for the Moon picks up the escape pod, and the Silencer, upon moonfall, makes contact with the local Resistance. No Regret begins 46 hours after the events in No Remorse. This latter tactic is usually the only available course of action in No Regret. In that game, many obstacles could either be circumvented, defeated with items such as passkeys, or blown up with brute force. Gameplay is more combat-oriented than that of No Remorse. Nonplayer characters no longer carry money, since there are no friendly merchants to deal with on the Moon.

In No Remorse, the Silencer could carry no more than five firearms at once in No Regret, this restriction was lifted entirely. No Regret added several new weapons and death animations, including freezing (and subsequent shattering) and two different kinds of melting. Teleportation pads are used for quick travel within and between levels. The player controls the Silencer as he fights his way through the levels. It gives the gameplay a tactical pace, where your range and angle of attack matters, where reloading matters (you actually have to eject your magazine first before you reload also your gun can jam), where positioning matters (for example, because using a flashbang without a barrier between you and it will blind you as well), where aiming matters because headshots are important and ammo is limitedĭifferent classes with a plethora of weapons, perks, and items allow for diverse builds, and online co-op (complete with friendly fire) promotes further ability and loadout synergy.The gameplay is similar to Crusader: No Remorse. Synthetik's action has that frantic chaos as well, but for the most part, it's discouraged while careful aiming and positioning is encouraged. In most (every?) dual stick shooter I can think, especially roguelite ones like Nuclear Throne and Enter The Gungeon, shooting is a frantic affair, unleashing bullet hell upon your enemies as much as you dodge their bullets. The Crusader: No Remorse part comes from the more methodical tactical approach to the shooting and action in this.

Atmospherically alone, it is certainly reminiscent of that kind of hefty military industrial sci-fi style that Blomkamp uses in his films, from the chunky design of Chappie to the bulky exoskeletons of Elysium to the mechs and weapon designs of District 9. That line in particular proved to be pretty accurate to what makes Synthetik such a great dual stick shooter.
